I must say, that I was a little surprised how good Ivans skin looks on him. The rest is mostly bluring the edges and applying a sharpening filter afterwards. Then I amped the saturation a little bit and recoloured the hair. I can't say though that I like the glasses. Especially the left side looks wrong.

All thanks to Jazz's work on externalizing e xml and expanding its capacity (correct me if I have wrongly credited).

P.S. It's not a full test though I've only created 2 new transvestite IMP on slot #220 and #250 in the same game

Edit: To make a real portrait, u know who to ask. His nick starts w 'K'. I basically juz slapped a male portrait on a female body and female voice.
Can it be a feature request or is it already possible to have female body & male voice and vice verse? Let e creative juices flow

Your frame preview is pretty much useless, because a) it's jpeg. b) you got sloppy when doing the cutouts and c) You broke something when you sclaed the picture (It could be caused by the jpeg algorithm as well). The edges of your cutouts have a grayish tone, which will make the animation look horrible.

The coordinates of eyes and mouth are the coordinates of the top left pixel of your cutouts, when they are put on the face.

In order to make a new merc appear in the AIM roster, you have to edit Mercprofiles.xml and AIMavailability.xml

Your frame preview is pretty much useless, because a) it's jpeg. b) you got sloppy when doing the cutouts and c) You broke something when you sclaed the picture (It could be caused by the jpeg algorithm as well). The edges of your cutouts have a grayish tone, which will make the animation look horrible.

The coordinates of eyes and mouth are the coordinates of the top left pixel of your cutouts, when they are put on the face.

In order to make a new merc appear in the AIM roster, you have to edit Mercprofiles.xml and AIMavailability.xml

off sure! my preview was only a preview for you to see my work, not for use ! (if u want I can send all files separated; It would be nice to see my machete animated )
I've merged all animations in one jpg as a preview
by the way, your Trejo looks good, but I can't understand how calculate coordinates; How I can chek if coordinates are correct? only in game? ( I put yours files on game, but animations still works wrong...)

by the way, your Trejo looks good, but I can't understand how calculate coordinates; How I can chek if coordinates are correct? only in game? ( I put yours files on game, but animations still works wrong...}

My coordinates are correct. Make sure, that the game reads the coordinates from the correct file. That is, if you read them from xml, don't change them with proedit and so on. The 90x100 file is of no use, when you want to create an aim merc. So there is no need to put it in the faces folder and also make sure, that you enter the correct coordinates. That means, when you use the 48x43 picture, use the coordinates from 48x43. Another way to check, if the coordinates are correct, is to use "Face Viewer.exe"

When you want to determine, what the coordinates of a face are, load the facepicture in a graphics program. Crop the background to the size of the image, if necessary. Paint the top left pixel of the animation frames red. Now paste the animation frame over your face image and move it to the correct position. The coordinates of the red pixel are the coordinates you are looking for.

by the way, your Trejo looks good, but I can't understand how calculate coordinates; How I can chek if coordinates are correct? only in game? ( I put yours files on game, but animations still works wrong...}

My coordinates are correct. Make sure, that the game reads the coordinates from the correct file. That is, if you read them from xml, don't change them with proedit and so on. The 90x100 file is of no use, when you want to create an aim merc. So there is no need to put it in the faces folder and also make sure, that you enter the correct coordinates. That means, when you use the 48x43 picture, use the coordinates from 48x43. Another way to check, if the coordinates are correct, is to use "Face Viewer.exe"

When you want to determine, what the coordinates of a face are, load the facepicture in a graphics program. Crop the background to the size of the image, if necessary. Paint the top left pixel of the animation frames red. Now paste the animation frame over your face image and move it to the correct position. The coordinates of the red pixel are the coordinates you are looking for.

How I can know where game read coordinates? whith Face viewer I try your 48x43.sti, and animation work good. but, where I must put right coordinates? in wich file?

using movies is tempting, but you need to keep in mind that movies almost always have a track for 'atmosphere' (airport, footballpitch etc) and/or music -> till now my tracks for commander bond are not as 'cleaned' as i want them

i put my project about cutting full imp-sets from every star-trek subseries on hold for that reason, i also need a third female voice from ent (besides subcommander t'pol and ensign sato)

i'd say you need 4 'related' movies or a whole year of a series to cut an imp properly, especially sifi is a problem as they always have that starship-sound in the background - it simply doesn't fit the arulcan landscape

using movies is tempting, but you need to keep in mind that movies almost always have a track for 'atmosphere' (airport, footballpitch etc) and/or music -> till now my tracks for commander bond are not as 'cleaned' as i want them

i put my project about cutting full imp-sets from every star-trek subseries on hold for that reason, i also need a third female voice from ent (besides subcommander t'pol and ensign sato)

i'd say you need 4 'related' movies or a whole year of a series to cut an imp properly, especially sifi is a problem as they always have that starship-sound in the background - it simply doesn't fit the arulcan landscape

I understand. thank's for reply.

another question:

I see that Faces maded by Ron (ron's faces MOD) are pixelated portrait, and also Kazuya portrait are pixelated, like old school game (remind me Amiga )